public void InitialTransition() { engine.ChangeState(ClassWithBasicStates.States.One); Assert.AreEqual(1, behaviour.oneStats.enterCount); Assert.AreEqual(0, behaviour.oneStats.updateCount); Assert.AreEqual(0, behaviour.oneStats.lateUpdateCount); Assert.AreEqual(0, behaviour.oneStats.exitCount); Assert.AreEqual(0, behaviour.twoStats.enterCount); Assert.AreEqual(0, behaviour.twoStats.updateCount); Assert.AreEqual(0, behaviour.twoStats.lateUpdateCount); Assert.AreEqual(0, behaviour.twoStats.exitCount); Assert.AreEqual(0, behaviour.threeStats.enterCount); Assert.AreEqual(0, behaviour.threeStats.updateCount); Assert.AreEqual(0, behaviour.threeStats.lateUpdateCount); Assert.AreEqual(0, behaviour.threeStats.exitCount); }
void Awake() { stateMachine.Initialize <CharacterState> (this); stateMachine.ChangeState(CharacterState.NONE); }
void Start() { //Associates object to selected state enum then changes state to default. stateMachine.Initialize <MechState> (this); stateMachine.ChangeState(MechState.NONE); }
void Start() { //Associates object to selected state enum then changes state to default. stateMachine.Initialize <GameState> (this); stateMachine.ChangeState(GameState.RUNNING); }
public void TestEnumNotUsedForInit() { engine.Initialize <TestState>(behaviour); engine.ChangeState(TestTrollStates.Bogey); }